HCR MINI-Challenge #44: Soldiers through the Ages: Greek Hoplite


#7

Wow clean work and supreme anatomie!

you time work is good still with tool leaks time.


#8

Wow! You’re doing so well! :wink:
Compliments!


#9

Thanks guys, your apreciation means alot to me.

So ! i just realized im very bad at time management, shame on me, but i finally finished modeling the assets ! now its just an pass in zbrush to add wear and tear and detail my anatomy out and BAM, ready to retopo

Cheers !


#10

Hey guys, finished modeling(Edit: finished sculpting*), im not happy with it but since im late i’ll go with it, hopefully i’ll be faster next time, i already started retopologyzing into an game mesh, weekend i’ll probably have it mapped already.




#11

Don’t be so hard on yourself, you’re doing great!


#12

Thank you Marco !

So i had some set-backs and im finishing retopologizing right now (Only teeths are left) my final polycount will be around 34k, its 33,481 tris right now pretty good i’d say, could have made it more optimal but since this is the next generation i think im good to go, never really done human retopology (i did model an human once with proper topology following an tutorial) for animation so please feedbacks are welcome.

Next wip post will be the uvs and bakes i plan to do an tight map with one 1k texture, maybe an 2k one we’ll see.





#13

hey guys, suprising i managed to finish the uvs in just a few hours lol… im not a pro on tight packing but i tried :smiley:


#14

Keep going on :)! I think this topology is good.


#15

Thanks man ! so this is a quick update on the polypaint, its still an wip, when i finish the pp i’ll bake everything (no textures on this one yet), doing polypaint helps me to give an starting point to my textures (Edit: aswell as an vertex color so i can easily set apart different materials)


#16

So did the bakes, ran into some problens that i’ll need to troubleshoot, but here hows it is so far with the base textures and bakes applied, after i troubleshoot it i’ll start texturing and setting up the shading.
Right now i have 2 maps one for the entire character and one for the eye, but i think i might add 1 more map for leather-fabric-armor, body-weapons and one for the eye, we’ll see.

Cheers !


#17

Hey guys, just an update on the textures and materials, soon i’ll pose and setup the proper lights for rendering, by the way i said on the first post that i would be using ue4, but i choose to use toolbag 2 instead.



Cheers !


#18

FYI
HCR Modeling # 44: Soldiers through the Ages- NEW DATELINE MAY 8


#19

Hey guys ! running against the time now :smiley: just got Total War Attila and i’ve spent the whole day yesterday playing PFF, anyway posing and fixing skin problens on the go, hopefully i can manage it


#20

Hey guys ! so i manage to finish it on time ! yeeeeww, so heres my beauty shot and some extra shots i did for fun :slight_smile: (This is not the images from the final submission images are 1920x1080 soon i’ll post the ones following the rules of the contest)









Cheers !


#21

Allright, if i miss something please tell me :stuck_out_tongue:

This is my main submission:

Total time to complete the model: 42 Days or 1 month 1 week and 5 days.
Softwares used: 3ds Max, Zbrush, Topogun, Quixel Suite, Photoshop, Marmoset Toolbag2
Model Specs: 37.364 Triangules, 2x 2048 map (2 extra maps 1 for eye, 1 for the ground).
Model Description: Long ago Greece was separated by independent states, they faced many enemies including themselfs, the Hoplites were the core of every army they were the iron fist that carved into the enemies lines, and this model is an dedication to those brave soldiers.

Beauty Render

Orthos Renders






#22

Great work Marcoo, and good luck! :slight_smile:


#23

Hey great work! did you want to present him on the battle field preparing or facing some kind of onslaught? If so his armour and skin are too clean(needs some dirt, dust), there is also somewhat of a lack of battle atmosphere or (warrior type atmosphere) have a look at this
http://images.rottentomatoes.com/images/movie/gallery/1170203/photo_47_hires.jpg
http://www.michaelfassbender.org/michael-fassbender-spartan1.jpg
http://www.vidgames.de/images/movies/300_-_01.jpg

You can see that even though they are standing in a grey ground just like yours there is a lot of battle dust and smoke. His eyes also need more intensity so he looks more battle ready, you might also want to raise his shield and extend his spear holding hand a bit backwards like he is about to thrust.
http://www.justinhoffman.net/webdesign/wp-content/uploads/2014/02/spartan-warrior-300x276.jpg

If you want you can also add some muscle veins to his arms to show strain. You can also add wind to his cape to give more drama, your lighting is also a little flat you will need more contrast for more drama. Look into half shadow (i believe that’s what they might have in the first picture above)

http://www.jimmorton.net/Assets/Paintings/JessicaHalfInShadow.png
http://www.onlysp.com/wp-content/uploads/2014/11/547265.jpg

You can also try some spot light or back lighting http://www.onlysp.com/wp-content/uploads/2014/11/547265.jpg

Also your camera angle makes him look quite small you want to go from below so he looks more imposing. Hope some this helps in some way :slight_smile:


#24

Cooool! I like it :).


#25

Thanks guys, and thanks Ayo, your opinion really helped, it was to show like an pre-battle state, this is why ididnt add any gore, but i could have added more particles for sure ! yeah lightning is my weak side :confused: i’ll keep all this in mind for my next project, thanks alot man !


#26

hey guys i am new to this society and i wanna take part in this mini tournament can u help me thx.